You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court.
At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night.
In addition, your performance makes you something of a local figure.
When strangers recognize you in a town where you have performed, they typically take a liking to you.

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four Iights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Vicious mockery
Enchantment cantrip

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of it’s next turn. This spell’s damage increases by 1d4 when you reach 5th level, 11th level, and 17th level.

1st level spells:

Charm person
1st-level enchantment
Casting Time: 1 action

Range: 30ft

Components: V, S

Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.They must be within 30ft of each other when you target them.

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Healing Word
1st-level evocation

Casting Time: 1 Bonus Action

Range: 60 Feet

Components: Verbal

Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increased by 1d4 for each slot level above 1st.

Thunderwave
1st-level evocation

Casting Time: 1 Action

Range: Self (15-foot cube)

Components: Verbal, S

Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d8 for each slot level above first.